Which I guess is the main problem with this game: the content simply isn't consistently high quality enough to support a game of this length. About half of the screens are great, featuring interesting jump design and good save balancing. In particular, there are a lot of really good single save rooms that I was a big fan of. But the other half of the game is plagued by obnoxiously finnicky 16px gap jumps, terrible save balance, and simply boring design. I think the designer bit off a little more than he could comfortably chew by trying to make a 100 floor game as his first project. Paring this down to the 50 best floors would have been a much better game, and it still would have been a very impressive first project.
If you're looking for a moderately difficult needle game, then there's a lot of quality content here that will keep you busy for quite a while. But be prepared to put up with plenty of mediocre content too.
The other major issue with this game is the save balancing. The game will flow at a good pace, then you will just hit a wall at certain saves that are way out of whack. Given the size of the game I know it can be hard to balance, but a few of these were just terrible. Hopefully if he makes another game, he will clean up his visuals a lot more and get a better handle on some of the balancing. Overall though if you like needle this is a game you can sink a lot of time into grinding through it.
But the platforming is mostly pretty unique and the music choices are fine, most of the time.
There are no death sounds (which is ok in my opinion), but something feels off with the engine: sometimes you hear the double jump soundeffect several frames after kid already died. This can be pretty confusing or can be misleading when it comes to jump timings. Last time I experienced this, was in "Kill the Siam".
Otherwise a pretty good needle game.